Well if it were to follow the WoW version of it, it literally doubles the targets max and current HP (along with some minor attack boost) for each person to hit it. So by example, if the mob was currently at 500k/1000k HP while one person was attacking it, another person joining in would cause it to instantly jump to 1000k/2000k and so on until a certain cap... I think it was a little over 50mil in WoW.
Not exactly the best solution for FFXIV, but it really does slow down a kill noticeably in WoW (assuming number of players don't already double the capped increase). And I say not the best solution here because seeing the Hunt targets HP multiply up to 50+ times isn't exactly going to be an amount of time a lot of people are willing to spend here lol.
It's not quite doubling the HP, at least that it wasn't like that when I was farming in The Timeless Isle. What it does is increase the mob's max hp by an amount, but the percentage of their current hp remains the same. The result was that no matter how many players were attacking it (up to say, 25 or so for a typical one, 40 for a large-scale, long respawn timer), it'd take relatively the same amount of time to kill the mob with 10 players as it does with 3 players.
A ranks are always scaled to be taken down by a full party, and that doesn't change to accommodate for the massive swarm of players that are enticed by hunt rewards. Not even S ranks who are supposedly designed for alliances (?) which are three full parties...which again doesn't accommodate for the sheer amount of players. On top of that I'm still having rendering issues playing on my toaster (and possibly the PS3 players and even PS4 as well to this date)
Another thing to note was that while Timeless Isles was a way to catch up gear, it also wasn't overgearred throughout. That's the problem with our current hunts that it's unchanged when it was introduced in 2.3 (by which point it was already outgeared by players who had HA or unweathered).
And FATEs do use a similar scaling, although I feel that it's a pretty terrible one; it scales the FATE based on how many players cleared it before hand. It works for FATE farming in CCH and NT...sure (maybe, some of these really overextend their welcome at times). Not so much for Animoose books or Atma farming in certain regions.
It doesn't need to literally double the mob's HP every time, just increase the HP so that the time to kill it stays consistent.Not exactly the best solution for FFXIV, but it really does slow down a kill noticeably in WoW (assuming number of players don't already double the capped increase). And I say not the best solution here because seeing the Hunt targets HP multiply up to 50+ times isn't exactly going to be an amount of time a lot of people are willing to spend here lol.
And I hate to say it, but scaling HP is the BEST solution: we need hunt mobs to not melt in seconds and a flat HP increase would only mean that the mob would be impossible to kill if there was a small number of people there to kill it.
Scaling is the best option.
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